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Integrated defaultMods into mod system

This commit is contained in:
Ivan Savenko
2023-03-15 21:34:29 +02:00
parent 2353137c74
commit 383387ef29
67 changed files with 508 additions and 365 deletions

View File

@@ -17,6 +17,7 @@
#include "../CConfigHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CModHandler.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
@@ -256,7 +257,7 @@ void CGDwelling::newTurn(CRandomGenerator & rand) const
{
CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
if (VLC->settings()->getBoolean(EGameSettings::BOOL_DWELLINGS_ACCUMULATE_CREATURES) && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
sac.creatures[i].first += amount;
else
sac.creatures[i].first = amount;